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The Verdant Hand, commonly called The Hand, is an elite military/political group located within the Kingdom of Castros. The base of operations for The Hand is aptly named Hand's Keep and is located outside of the walls of Fain, a chapter house has been designed for construction in Bourne, the nation’s capital. The Hand was inspired and birthed from the sermons of a fanatical cleric named Coop Dawnbringer, a disciple of Glitanius. A relatively young organization, they are nonetheless quite active in the world around them. And although the influence of the Hand seems constrained to Castros, plans of chapter houses across Tharstelding are being set in motion. 

The Verdant Hand considers itself answerable only to the people of Castros. A point that has pitted the nobility against the Hand, but has endeared the people to its message. The organization rallies common folk to its cause, and sets out on impromptu "crusades" to cleanse Castros of its many wilderness dangers.    

Hit Die: d8 

Requirements: To qualify to advance in Verdant Hand levels a character must Fulfill all the following criteria. 

Alignment: LG or NG

Skills: Perform (oratory) 4 ranks, Diplomacy 5 ranks.

Base Save: Will + 4

Special: Must be inducted into the order by an existing Verdant Hand member which involves a ceremony at the Hands Keep.

Class Skills: The Verdant Hand's class skills (and the key ability for each skill) are, Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Perform (oratory) (Cha), Ride (Dex) and Sense Motive (Wis). 

Skill Points at Each Level: 2+ Int Modifier

 

Verdant Hand

Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Spells per Day

1

+0

+2

+0

+2

1st Favored Weapon

+1 Level of Divine Class

2

+1

+3

+0

+3

For the People! 1/Day

+1 Level of Divine Class

3

+2

+3

+1

+3

Mettle

+1 Level of Divine Class

4

+3

+4

+1

+4

Voice of the People +2

+1 Level of Divine Class

5

+3

+4

+1

+4

2nd Favored Weapon

+1 Level of Divine Class

6

+4

+5

+2

+5

Discounted Mercs. For the People! 2/Day

+1 Level of Divine Class

7

+5

+5

+2

+5

 Bonus Feat

+1 Level of Divine Class

8

+6

+6

+2

+6

Voice of the People +4

+1 Level of Divine Class

9

+6

+6

+3

+6

Pitchforks and Torches

+1 Level of Divine Class

10

+7

+7

+3

+7

3rd Favored Weapon. For the People! 3/Day

+1 Level of Divine Class

Class Features 

Weapon and Armor Proficiency: Verdant Hands gain no weapon or armor proficiencies. 

Spells per Day / Spells Known: When a Verdant Hand level is gained, the character gains new spells per day (and spells known if applicable) as if they had also gained a level in a divine spellcasting class to which they belonged to before adding the Verdant Hand level. They do not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a Verdant Hand, they must decide to which class they will add each Verdant Hand level for the purpose of determining spells per day and spells known. 

Favored Weapon (Ex): At first level, a Verdant Hand may choose a specific weapon that they are proficient with. Due to their training and persistence they have learned to use this weapon to greater advantage. Against evil aligned foes the chosen weapon confers a + 2 sacred bonus on attack and damage rolls. The extra damage only applies to damage against evil aligned creatures. At 5th level and again at 10th level the Verdant Hand may select an additional weapon they are proficient with to obtain the above mentioned benefits. In addition, at each new favored weapon selection the Verdant Hand may select any one favored weapon (including the one they have just selected) to be increased by an additional + 2. In addition at 5th level, any favored weapon a Verdant Hand wields, is treated as good aligned for the purpose of overcoming damage reduction and regeneration of evil creatures. At 10th level any favored weapon the Verdant Hand holds is considered cold iron for the purpose of overcoming damage reduction and regeneration of evil creatures 

For the People! (Ex): At 2nd level the Verdant Hand begins to feel the warmth of Glitanius. Once per day they may apply their Verdant Hand level to any one attack, saving throw or skill check. They must announce this before the die is rolled. They gain a 2nd daily use of this ability at 6th level, and a 3rd daily use of this ability at 10th level. 

Mettle (Su)At 3rd level the Verdant Hand has gained a level of mental and physical nirvana that is unrivaled by all but the most pious. If a Verdant Hand makes a successful Will or Fortitude saving throw that would normally reduce a spell's effect, he suffers no effect from the spell at all. Only those spells with a saving throw entry of "Will Partial", "Fortitude Half" or similar entries can be negated by this ability. 

Voice of People (Ex)At 4th level whenever a Verdant Hand speaks to a crowd of 20 or more, they may apply a +2 bonus to any diplomacy or perform (oratory) check that they make. This bonus increases to +4 at 8th level. 

Discounted Mercs (Ex): By 6th level the Verdant Hand has had extensive experience in dealing with sellswords, as a result if the Verdant Hand has at least 10 ranks in diplomacy, they may purchase the service of NPC mercenaries at 10% less then the mercenary would originally ask for. 

Bonus Feat (Ex)At 7th level the Verdant Hand may select a bonus metamagic or combat feat that they meet the prerequisites for. 

Pitchforks and Torches (Ex)At 9th level the Verdant Hand has the ability to sway the common people into a fever pitch, if allowed to speak to a crowd of at least 20 people for one hour they can make a special perform oratory check against a DC of 20 to increase the attitude of someone in the crowd to helpful. This only works if the initial attitude of the listener is indifferent or better. For every 5 points by which the Verdant Hand beats the DC, another listener's attitude changes to helpful.